Thanks for mentioning FWGS here :3 Though I would like to make a remark here, Xash3D isn't really a modified GoldSrc engine. It shares game logic with it (thanks to Valve publishing the SDK for mods), it has some controversy around it about the original author, Uncle Mike, used the leaked bits from Source. But mostly it's essentially a mix of Quake, Quake 2 and DarkPlaces. Probably even more, since the Uncle Mike started development back in mid-00s and mostly don't remember where or when he took some code or an inspiration. Only at end of 00s - beginning of 10s it started to gain some GoldSrc compatibility and this is something we in FWGS work to this day because it's internally different enough from GoldSrc which is a problem for mods that rely on exact engine behavior.
👍 Thanks for mentioning more info on that, apologies for the mistake, I also completely forgot to mention DarkPlaces in this video after reading into it. I'm surprised to see you commenting here, but thanks for watching and keep up the good work on FWGS. 🙂
@@a1batross_ I'd like to get into contact with you at some point to ask some questions for some videos I'd like to make in the future (about GoldSrc, Xash, FWGS) if you wouldn't mind. Let me know if that's something you'd be interested in. I think it would be awesome to hear your explaination and perspective on it 👍
I first encountered Counter-Strike on a cover disc of a game magazine. It was version 1.1, no bots or anything, so I just ran around the maps and enjoyed the architecture. Other than that I got to try one of (if not the) best HL1 Deathmatch map, eden, on a cover disk. I also got to try cool HL1 mods such as Action Half-Life & Box Wars on a cover disc.
There are definitely certain things that "The Quake Engine" and GoldSrc did (and does) that seemingly no engine have done since, and certainly not to the same extent. One of the hallmarks of these engines _today_ is how moddable they are, with Quake allowing mods to exist as standalone games, and GoldSrc enabling mods that could build off of existing game data and code, without having to ship the entirety of it (unlike Quake, where the QuakeC code would need to be compiled to a singular progs.dat file that contained the entire bytecode of that game/mod, and was the singular bytecode library loaded).
The memories this all gave me as a kid. Half Life was the first real shooter I followed and understood. TFC and Counter Strike were the first real online games. I could write a book of the days and nights playing these and similar. Yet if you know, you already know the nostalgia it gave us.
Awesome video. I have a fond love for GoldSrce, idTech and Half-Life so knowing that everything falls back to ID Software essentially is nuts to think about.
Solid video. And to think that the goldsrc engine got even better with the recent update, that reduces some engine limitations and fixed bunch of stuff, like gl_overbright and func_vehicle being implemented onto the engine itself, instead of being a cs exclusive.
Correction on Xash3D: iirc, Xash wasn't built on idtech 2/quake engine, or at least mostly, it's mostly built off of leaked code and what not that puts it in a sort of legal limbo, FWGS fork has been working to remove the "goldsrc parts" and put it in a less legally questionable state
its stuff like this. the code from 90's still being used like the tomb raider remasters coming out soon and goldsrc that makes feel good about being a 90's kid ya know??
Originally they shipped WorldCraft as the level editor, already branded for Valve, it even had the same icon as VHE. I found it on my Half-Life GOTY CD with some tutorials and it blew my mind. I made several useless maps and then a HLDM map which wasn't good, but I wish I didn't give up on mapmaking because I'm sure I would have improved.
What song is it at 6:22? Sounds very nostalgic but I can't recall where I've heard it before, is it from HL? This was great though, definitely make more GoldSrc content, there were so many cool (and bizarre...) mods for it
I really wish there were more information on the goldsrc version of HL1 on the PS2. always wanted to know if it was ever running in software renderer which is why is struggled to run at locked 60fps, and the whole deal of custom mods that was sorta planned for it which would’ve been one of the first console games to support mods on disc.
There's just something about the blocky polygons and low sample rate sound effects that just feel "cozy" to me. I didn't play these games until the 2010s and I was immediately hooked on Half Life and Counter Strike.
Goldsrc had nice snappy movement. Something about Source engine (maybe the physics system) felt a bit sludgy. Mods like Zombie Panic, The Specialists or The Battlegrounds when ported over didn't have the same responsiveness and the melee attacks weren't as consistent.
Back when developers didnt gave us graphics and empty shelled games where you cant interact with the engine all that much i miss the time when devs would stuff as many minor details as possible to compensate graphics and the world even basic it had something going on
Over 1000 views in less than 24 hours! 😄 Thank you for the kind words everyone, I would definitely like to explore more GoldSrc / Source mods in the future too 👍
Thank you for making this video, as I've grown older I've gone back to these games which ive always been adjacent to. All my friends played HL and other Valve games, but I never got a chance to. I own it now, and im siking myself up to play it someday. More a Portal guy myself. Btw, I like your voice, it was nice to the ears. Thank you.
Thank you, I’m glad you enjoyed it! Portal and Half-Life titles are both timeless, always worth a playthrough even if you didn’t grow up with them. Would highly recommend trying out Opposing Force after HL1 too 👍
Damn man. keep up the work. i just found your channel and i can say i love the way you speak and explain things in this video. its just so calming and honestly i already need a continuation. You should continue it with the source engine for hl2.
7:59 Lol that's my They Hunger banner from SteamGridDB Anyways nice retrospective man! GoldSrc deserves alot more credit than it does for being the base of so many well-known franchises
youtube algo finally sends me a good video. huge huge fan of goldsrc, i spent much of my young life in it and my teenage years in source. great video. thank you
yes i guess you can say both quake and gold src. half life alone had such a huge influence and marked the beginning of game development for so many young talents
Just found your channel, I love your content already :D. Would it be too much to ask if you can play half-life in the future? (Also Entropy Zero 2 is pretty neat mod for half-life 2 ep2, you should cover it)
A bit nit picky perhaps, but Quake the game was made in QuakeC, however the engine was not, and still is not. The Quake engine included a virtual machine able to run a bytecode format that the QuakeC code would be compiled to. Building a QuakeC project would result in a progs.dat file that included all the bytecode for the _game_ itself, however the engine was a separate beast. This allows the engine to be developed _alongside_ the game, as opposed to the two being intertwined as is the case with certain modern titles.
Interesting, I read into it and you are right, thanks for pointing that out. My understanding of it is: the engine code is essentially written in C and the game’s code is then compiled into QuakeC, correct?
@@Retro-Calico The game engine itself, that is the software that puts elements on the display, handles input devices and registers controls, performs physics calculations, and so on, is indeed written in plain ol' C. The game code, that is the "logic" for how the game works (enemies, what a gun is, what shooting it does, how fast you move, what happens when you press the jump key, and so on) is written in a custom language called QuakeC. This is then compiled to bytecode (that is, a non-readable binary format of this code) and placed in a singular file called progs.dat. The game engine uses this progs.dat to run the binary game code and ... Well, present the actual game to you. This is very much akin to a web browser being written in C++, but a web application is often written in JavaScript (except the web browser will dynamically compile the JavaScript to a binary format, so you don't have to).
Thanks for mentioning FWGS here :3
Though I would like to make a remark here, Xash3D isn't really a modified GoldSrc engine. It shares game logic with it (thanks to Valve publishing the SDK for mods), it has some controversy around it about the original author, Uncle Mike, used the leaked bits from Source. But mostly it's essentially a mix of Quake, Quake 2 and DarkPlaces. Probably even more, since the Uncle Mike started development back in mid-00s and mostly don't remember where or when he took some code or an inspiration. Only at end of 00s - beginning of 10s it started to gain some GoldSrc compatibility and this is something we in FWGS work to this day because it's internally different enough from GoldSrc which is a problem for mods that rely on exact engine behavior.
👍 Thanks for mentioning more info on that, apologies for the mistake, I also completely forgot to mention DarkPlaces in this video after reading into it.
I'm surprised to see you commenting here, but thanks for watching and keep up the good work on FWGS. 🙂
@@Retro-Calico thanks for the pin :)
TH-cam just keeps recommending me HL videos. I don't mind it though :)
@@a1batross_ I'd like to get into contact with you at some point to ask some questions for some videos I'd like to make in the future (about GoldSrc, Xash, FWGS) if you wouldn't mind.
Let me know if that's something you'd be interested in. I think it would be awesome to hear your explaination and perspective on it 👍
I love that the cover discs of game magazines were stuffed with awesome Half-Life mods in the early 00s. :)
Yeah! PC Gamer had those. It's how i got into Day of Defeat
that was my childhood. Half-Life 1 and 2 and games with mod support were such great investments
I first encountered Counter-Strike on a cover disc of a game magazine. It was version 1.1, no bots or anything, so I just ran around the maps and enjoyed the architecture. Other than that I got to try one of (if not the) best HL1 Deathmatch map, eden, on a cover disk. I also got to try cool HL1 mods such as Action Half-Life & Box Wars on a cover disc.
Yes, in the days before I had the internet at home this was the only way for me to get HL mods and custom maps, etc.
Frontline Force (FLF) for life!
Goldsrc was and still is a revolutionary engine that paved the way for lots of mods and even new engines like Source 1 and Source 2.
There are definitely certain things that "The Quake Engine" and GoldSrc did (and does) that seemingly no engine have done since, and certainly not to the same extent. One of the hallmarks of these engines _today_ is how moddable they are, with Quake allowing mods to exist as standalone games, and GoldSrc enabling mods that could build off of existing game data and code, without having to ship the entirety of it (unlike Quake, where the QuakeC code would need to be compiled to a singular progs.dat file that contained the entire bytecode of that game/mod, and was the singular bytecode library loaded).
Correction:
id Tech was and still is a revolutionary engine that paved the way for lots of mods and even new engines like Goldsrc, Source 1 and 2.
The memories this all gave me as a kid. Half Life was the first real shooter I followed and understood. TFC and Counter Strike were the first real online games. I could write a book of the days and nights playing these and similar. Yet if you know, you already know the nostalgia it gave us.
Agreed there 👍
The nostalgia that Goldsrc games give off its truly unmatched for me, there’s just something about it that makes it so great.
Awesome video. I have a fond love for GoldSrce, idTech and Half-Life so knowing that everything falls back to ID Software essentially is nuts to think about.
GoldSrc, my whole childhood.
Thanks for this video, it made me nostalgic and also helped me to understand how it was developped
I’m glad you enjoyed it! My nostalgic memories of Valve’s older GoldSrc and Source Engine games is what inspired me to make the video :)
The first non-game I think of when goldsrc is brought up is func_vehicle. What a legendary entity lol.
Solid video. And to think that the goldsrc engine got even better with the recent update, that reduces some engine limitations and fixed bunch of stuff, like gl_overbright and func_vehicle being implemented onto the engine itself, instead of being a cs exclusive.
Love this video, I think you deserve more views and subscribes, you explained the history and this is one of my favorite.
Thank you! 😁
How does this video only have 200 views?
this is too good! Keep it up!
GoldSrc was based on Quake Engine, which really defined an Era.
Correction on Xash3D: iirc, Xash wasn't built on idtech 2/quake engine, or at least mostly, it's mostly built off of leaked code and what not that puts it in a sort of legal limbo, FWGS fork has been working to remove the "goldsrc parts" and put it in a less legally questionable state
its stuff like this. the code from 90's still being used like the tomb raider remasters coming out soon and goldsrc that makes feel good about being a 90's kid ya know??
Originally they shipped WorldCraft as the level editor, already branded for Valve, it even had the same icon as VHE. I found it on my Half-Life GOTY CD with some tutorials and it blew my mind. I made several useless maps and then a HLDM map which wasn't good, but I wish I didn't give up on mapmaking because I'm sure I would have improved.
GoldSrc with its palpable atmosphere and majestic appearance simply cannot be competed with.
damn, so my guess was close. good video overall man!
Very interesting!
What song is it at 6:22? Sounds very nostalgic but I can't recall where I've heard it before, is it from HL?
This was great though, definitely make more GoldSrc content, there were so many cool (and bizarre...) mods for it
That would be "Triage at Dawn" from Half-Life 2 :)
I really wish there were more information on the goldsrc version of HL1 on the PS2. always wanted to know if it was ever running in software renderer which is why is struggled to run at locked 60fps, and the whole deal of custom mods that was sorta planned for it which would’ve been one of the first console games to support mods on disc.
Me too, I tried to look into this more but had trouble finding much info.
Maybe I’ll dig around online and see what I can find for a future project 👍🏻
There's just something about the blocky polygons and low sample rate sound effects that just feel "cozy" to me. I didn't play these games until the 2010s and I was immediately hooked on Half Life and Counter Strike.
such a shame John Carmack stopped making games. the ma is a literal god when it comes to writing code.
The days of a single dev revolutionizing the industry are over
Very nice, thanks!
Second best 007 game was made with this game engine.
Nightfire? I used to love that one when I was younger.
Had some bugs and was very hard back then, but used to play it for hours
Goldsrc had nice snappy movement. Something about Source engine (maybe the physics system) felt a bit sludgy. Mods like Zombie Panic, The Specialists or The Battlegrounds when ported over didn't have the same responsiveness and the melee attacks weren't as consistent.
It's interesting what you say
would be funny to change the copyright year to 2XXX
Nice.
nitpicking but prospero was still around for a while when half life was called half life. it wasnt until like early 98 (?) until it was scrapped
Back when developers didnt gave us graphics and empty shelled games where you cant interact with the engine all that much i miss the time when devs would stuff as many minor details as possible to compensate graphics and the world even basic it had something going on
good vid, old title was better though
Bro half life is a real thing its not just two words mane
You are not wrong.
wow the likes are at 427! i think you know why thats important
Stanley’s Office? That’s my best guess 😅
I've always heard .wad pronounced like 'wodd'. Weird
It's short for "Where's All the Data", so pronounce it however you want!
HD models detected
I honestly prefer the non-HD ones to the HD ones lol
i said hd models detected bc i fucking hate hd models
FIRST
Over 1000 views in less than 24 hours! 😄
Thank you for the kind words everyone, I would definitely like to explore more GoldSrc / Source mods in the future too 👍
Thank you for making this video, as I've grown older I've gone back to these games which ive always been adjacent to. All my friends played HL and other Valve games, but I never got a chance to. I own it now, and im siking myself up to play it someday. More a Portal guy myself. Btw, I like your voice, it was nice to the ears. Thank you.
Thank you, I’m glad you enjoyed it!
Portal and Half-Life titles are both timeless, always worth a playthrough even if you didn’t grow up with them. Would highly recommend trying out Opposing Force after HL1 too 👍
Damn man. keep up the work. i just found your channel and i can say i love the way you speak and explain things in this video. its just so calming and honestly i already need a continuation. You should continue it with the source engine for hl2.
Thanks so much, I would love to do a longer one on the Source Engine in the future :)
Such an amazing engine
How else will I violently turn into a shower of meat if i pinch a finger.
7:59 Lol that's my They Hunger banner from SteamGridDB
Anyways nice retrospective man! GoldSrc deserves alot more credit than it does for being the base of so many well-known franchises
Thanks so much mate 🙂
I hope you don’t mind that I used it, it was the most consistent and good looking banner I could find to match the others haha
We all know that Ricochet is the best GoldSrc Engine Game!
youtube algo finally sends me a good video. huge huge fan of goldsrc, i spent much of my young life in it and my teenage years in source. great video. thank you
I heard it is quake engine
underrated keep it up mate
Thanks, will do :)
I still feel it's the Quake engine that defined that era.
yes i guess you can say both quake and gold src. half life alone had such a huge influence and marked the beginning of game development for so many young talents
goldsrc is my dad
Just found your channel, I love your content already :D. Would it be too much to ask if you can play half-life in the future? (Also Entropy Zero 2 is pretty neat mod for half-life 2 ep2, you should cover it)
nice vid
how tf does this have only 4k views this deserves 100k
A bit nit picky perhaps, but Quake the game was made in QuakeC, however the engine was not, and still is not. The Quake engine included a virtual machine able to run a bytecode format that the QuakeC code would be compiled to. Building a QuakeC project would result in a progs.dat file that included all the bytecode for the _game_ itself, however the engine was a separate beast.
This allows the engine to be developed _alongside_ the game, as opposed to the two being intertwined as is the case with certain modern titles.
Interesting, I read into it and you are right, thanks for pointing that out.
My understanding of it is: the engine code is essentially written in C and the game’s code is then compiled into QuakeC, correct?
@@Retro-Calico The game engine itself, that is the software that puts elements on the display, handles input devices and registers controls, performs physics calculations, and so on, is indeed written in plain ol' C. The game code, that is the "logic" for how the game works (enemies, what a gun is, what shooting it does, how fast you move, what happens when you press the jump key, and so on) is written in a custom language called QuakeC. This is then compiled to bytecode (that is, a non-readable binary format of this code) and placed in a singular file called progs.dat. The game engine uses this progs.dat to run the binary game code and ... Well, present the actual game to you.
This is very much akin to a web browser being written in C++, but a web application is often written in JavaScript (except the web browser will dynamically compile the JavaScript to a binary format, so you don't have to).